Cards with these icons at the edges can be connected by stacking, stud-side (top) to flat-side (bottom). Brick connections may only be stacked on top of a brick their own size or larger - you can't stack a four-stud brick on top of a two-stud brick.

Four-stud connections are large enough to handle attaching large structural elements. Two-stud connections are designed for lesser elements, such as weapons and devices.

Minifig cards can stand on top of any card with a brick connection on top. They can "man" any weapon or device card with a brick connection at the bottom, as if they were standing on top of the card or ground beneath the weapon, allowing them to operate the weapon.

2. Pin Connections

Cards with pin connections at the edges can be connected by pinning, pin-side (left) to holes-side (right). Pin connections may only be made where the number of holes is at least as much as the number of pins - two pins may be attached to three holes, but three pins may not be attached to two holes.

Three-pin connections are for attaching large structural elements. Two-pin connections are for attaching large weapons or devices. Single-pin connections are for attaching minifig-size weapons and devices.

If a minifig has one or more free hands, single-pin weapons and devices may be attached to him for him to use. Each such attachment uses up one free hand.

3. Attribute Icons: Structure, Armor, and Minifig Capacity

A card with a Structure icon adds 1 Structure to any construction they're a part of. A construction can only activate as many weapon and device cards in a turn as their Structure number.

All minifigs and constructions have one die Armor by default. Each Armor icon adds another die, to a maximum of five dice in any single Armor roll.

A structure with a Minifig Capacity icon can contain a minifg. This minifig is protected inside the structure, and cannot engage in direct combat with anyone outside of it. It can control any weapon or device directly attached to the card with the Minifig Capacity icon. Cards with a number of Minifig Capacity icons can hold up to that number of minifigs.

4. Movement Icons: Ground Movement and Flight

Cards with Movement Icons are capable of moving around. Depending on their other abilities, they may use their Movement to collect cards from the Debris and Corpses pile, to move into or out of their own constructions, to attack enemy cards, or to intercept enemy attacks against their own cards.

Faster-moving cards may have multiple Movement Icons. Constructions and minifigs are only as fast as their fastest-moving card - a helicopter with five one-Flight-icon propeller cards is slower than a minifig with a two-Flight-icons jetpack card.

Ground units may not attack Flight units. Ground units may intercept Flight attacks on other cards, if they are in the same area (either both outside at ground level, or both within the same Construction).

Slower units may try to attack faster cards, but the faster card can elect to avoid the attack completely. Slower units may not intercept the attacks of faster units.

5. Theme Icons: Medieval, Mechanical, Space, Magic

Cards from specific themes are marked with Theme Icons. These have no effects in themselves, but Heroes often give bonuses or penalties to cards with icons from aligned or opposing themes.

6. Attack Icons: Melee, Ranged, Launch, Explosive

Attack Icons appear on cards that have an attack ability.

A Melee icon does one die of damage in a Melee attack. Ground units may only Melee cards at their own altitude or moving within the same Structure. Flying units may Melee any card that isn't a minifig hidden inside a card with Minifig Capacity. Non-moving units cannot initate Melee attacks, but any unit with Melee attacks can defend themselves against a unit that uses a Melee attack against it.

A Ranged icon does one die of damage in a Ranged attack. Ranged units may attack any target on their side of the field, except for minifigs hidden inside a Minifig Capacity card. To attack enemy cards, Ranged units must be able to move to the enemy player's field, either under their own power or riding in a construction with the necessary movement ability.

A Launch icon allows a card to launch other cards at any construction on their side of the field. The launched cards must be loaded into the Launcher card by a minifig, as if he were making an assembly action. Launched cards fall straight down onto their targets, and so may only strike the topmost cards in any construction. Launched construction cards do one point of damage for every icon on the card (apart from icons mentioned in rules clarification text), and are then placed in the debris pile. Launched minifigs land on top of the construction are considered to be inside it. They may attack any other minifigs or cards inside or on top of the construction, or they may man any weapon or device that isn't under the direct control of another minifig.

An Explosion icon allows a card to do one die of Explosion damage, destroying itself in the process. The damage is applied to the target card, all cards directly attached to the target card, and all cards directly attached to the Explosion card. The explosion card is then placed in the debris pile.

7. Ability Icon: Engineering

Any minifig may use his action for a turn to retrieve one card from the debris pile or the player's hand and either attach it to an existing construction or start a new one. A minifig with the Engineering icon may retrieve one die's worth of cards for each Engineering icon, and attach all of them to a single new or existing construction.

Future Ability Icons will account for the old mainstays like the Medik and the Pilot and so forth.

Each pack of 18 cards (the standard print run for cards, I've discovered) contains two opposing Heroes and sixteen cards that will help them achieve their goals. Any number of packs may be combined, Munchkin-style, for more interactions between more Heroes.

The object of the game is to achieve your Hero or Heroes' Goals. In the quickest games, the first player to achieve any goal is the immediate winner. In games with more Heroes and more players, the players might be racing to see who'll be the first to redeem two, three, or even more Heroes. Each Hero may only be redeemed once, although they can keep playing afterwards to further their player's other goals.

HERO: SilverdreamBonus:The Perpetual Trololo Machine. As long as Silverdream is alive and in the game, all other Heroes take an extra -1 to all rolls.
Limitation:Banhammer Bait. Silverdream is automatically ejected from any construction at the end of his turn.
Goal:Buzzkill. At the very instant any other Hero achieves his goal, Silverdream's player may interrupt and take a complete turn's worth of attacks against the player about to redeem a Hero. Silverdream must participate in these attacks. If the attack can destroy any necessary part of the opposing Hero's Goal - knocking a critical card off the castle he was building, killing the unit that was in the midst of delivering the death blow to the Hero's target, etc. - then the Hero's victory is cancelled and Silverdream achieves his Goal instead.

Might I suggest two sizes of packs, a "booster" with 18 cards including only one Hero and cards pertaining to the Hero, and then a "deck" with 36 cards with two Heroes and both of their card sets? This way you won't always have to pair a Hero with another Hero. Some are obvious, like Warhead and PedoNuker, j+b and Blitzen, but who would Silvadream's "nemesis" be? Or your nemesis even?

Have you put any thought into how much you can play per turn? Maybe each card can have a certain CP value and you can play up to a certain amount of CP every turn?

I want each 18-card pack to be playable individually, so they each need at least two heroes or else it's a one-sided game. I'm pairing them according to the type of card mechanics in a given cardpack, so that there aren't situations where there's a whole bunch of cards that are only useful for a single hero and they waste everyone else's time.

I have Silverdream down vs Von Bragg for some reason, in the Steampunk pack. Maybe because he keeps claiming that he belongs in steampunk, I forget why. But Silver can really fit into any deck against any hero, since his goal is just based on thwarting the goals of whatever other heroes he runs into. It'd be funny to put him in a pack with my floppy penis King of Trolls instead and just have an all-troll-mechanics pack.

The Medieval pack consists of 2 heroes, at least the 5 structure cards you need for Leo to reach his goal, some minifigs and weapons. That would be about 3 or 4 minis per player.

If you play with only 18 cards the Deck will be empty quite fast. What happenes if you loose your last minifig? As far as I can see, the player who has more minifigs has a clear advantage because he has more actions per turn.

Because heroes and their goals are the point of the game, it's important to try to keep at least one hero on the field for each player as much as possible. Therefore the following rules are observed.

6. If every player in the game has at least one hero on the battlefield, hero cards can be treated like any other card. However, multiple heroes on the same team cause an Ego penalty, resulting in -1's to each other's rolls.

7. If you have no hero on the field, but you have at least one in your hand, you must immediately play one (and only one) at the beginning of your turn.

8. If you have no hero on the field or in your hand, but at least one is available in the Draft at the beginning of your turn, you must choose one (and only one) and play it.

9. If you have one or more heroes on the field but there's another player who has none, then you may not have heroes in your hand. Heroes in your hand at the beginning of your turn must be returned to the Draft so that the players without heroes can take them. (This may increase the number of cards in the Draft beyond its normal maximum; that's okay.)

10. When there are players with no heroes on the field or in hand, only those players may collect hero cards from the draft or from the corpse pile. No one else may claim available hero cards until every player has at least one hero.

knolli wrote:The Medieval pack consists of 2 heroes, at least the 5 structure cards you need for Leo to reach his goal, some minifigs and weapons. That would be about 3 or 4 minis per player.

If you play with only 18 cards the Deck will be empty quite fast. What happenes if you loose your last minifig? As far as I can see, the player who has more minifigs has a clear advantage because he has more actions per turn.

Or are we talking about 18 different cards with several copies each? Because 18 seems to be a extremly small amount. When each player has 5 cards on his (or her) hand and 5 are in the Draft there would be only 3 cards left in the deck at the beginning of the game.

knolli wrote:Or are we talking about 18 different cards with several copies each? Because 18 seems to be a extremly small amount. When each player has 5 cards on his (or her) hand and 5 are in the Draft there would be only 3 cards left in the deck at the beginning of the game.

6. shrink the hand and draft size to three for games using a single pack7. mandate that you use at least two card packs8. create a "filler" pack with no heroes and generic construction cards and minifigs

The plan right now is to reshuffle the debris and corpses whenever the draw deck runs out, in true Lego style.

I'm beefing up the minifigs a little by having some multiple-minifig "grunts" cards - currently a two-archer card and a three-guardsman card. They have to be attached to a single-minifig card, and slide behind it to hide grunts who get killed one by one. They automatically redshirt for their attached minifg, so you don't end up in situations where the minifig dies before they do.

If it isn't too much trouble, simply double the amount of every non-hero card. Then Leo wouldn't have to control 5 of 6 structure cards, which is nearly impossible. The way it is now the enemy simply has to pick two structure cards and keep them in his hand to make a victory impossible for Leoheart (unless they all have more than one crown and/or block icon).

I was always assuming there would be a basic set.
I still think a basic working set with a single common victory condition is the way to start. Doing custom victories for heroes will be very hard to balance.

You can still have hero game effects as noted on the card, just the hero goal is ignored and the basic goal is used.